Moving attacks to Domain-Driven Design and Entity-Component architecture
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
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@@ -14,18 +14,21 @@ abstract class Enemy extends Entity {
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super.lastActionTime,
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});
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int health = 25; // Standard guard health
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// Standard guard health
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int health = 25;
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bool isDying = false;
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void takeDamage(int amount, int currentTime) {
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if (state == EntityState.dead) return;
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health -= amount;
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lastActionTime = currentTime; // CRITICAL: Mark the start of the death/pain
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// Mark the start of the death/pain
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lastActionTime = currentTime;
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if (health <= 0) {
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state = EntityState.dead;
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isDying = true; // This triggers the animation in BrownGuard
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// This triggers the dying animation
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isDying = true;
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} else if (math.Random().nextDouble() < 0.5) {
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state = EntityState.pain;
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} else {
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@@ -36,7 +39,8 @@ abstract class Enemy extends Entity {
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// Decodes the Map ID to figure out which way the enemy is facing
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static double getInitialAngle(int objId) {
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int normalizedId = (objId - 108) % 36;
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int direction = normalizedId % 4; // 0=East, 1=North, 2=West, 3=South
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// 0=East, 1=North, 2=West, 3=South
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int direction = normalizedId % 4;
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switch (direction) {
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case 0:
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@@ -88,7 +92,24 @@ abstract class Enemy extends Entity {
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return true;
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}
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// Update signature is cleaner now
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// The weapon asks the enemy if it is unobstructed from the shooter
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bool hasLineOfSightFrom(
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LinearCoordinates source,
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double sourceAngle,
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double distance,
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bool Function(int x, int y) isWalkable,
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) {
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double dirX = math.cos(sourceAngle);
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double dirY = math.sin(sourceAngle);
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for (double i = 0.5; i < distance; i += 0.2) {
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int checkX = (source.x + dirX * i).toInt();
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int checkY = (source.y + dirY * i).toInt();
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if (!isWalkable(checkX, checkY)) return false;
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}
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return true;
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}
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void update({
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required int elapsedMs,
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required LinearCoordinates player,
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